Posts Tagged ‘business’

Preparing for Mac App Store Submission

January 23rd, 2012

Making a Mac OS X game project suitable for MAS

If you currently have a Mac product and have not already done so, you may be considering submission to the Mac App Store (MAS).

In the upcoming series of posts, I will be detailing the process that we went through to get Pretty Good Solitaire Mac Edition, and some of our other game products, successfully submitted to MAS.  There were a number of rejections along the way, as the App Store Review Guidelines [note: requires Mac developer agreement], while extensive, are not comprehensive (nor are they 100% consistent, as we had some products accepted and others rejected with identical behaviors).

Over multiple submissions, and fewer rejections, we developed a submission checklist which I will detail roughly (some items are specific to our games) in these upcoming posts:

[Editor: I will link to each section as it is published.]

We have had product in the Mac App Store since launch day, more than a year ago.  If you already have a game that runs on Mac OS X, it makes sense to make the several modifications to get it into MAS, another channel to find customers.  However, in our experience, it is not a viable substitute for direct downloadable sales.  The channel is not (yet) the primary ‘go to’ location for Mac software, although the availability of Lion (Mac OS X 10.7) only on MAS should shift more customers.  Additionally, there is the same downward pressure on pricing (towards free) seen on the iOS App Store, sales are lackluster, and (of course) you are giving 30% directly to Apple.

I would certainly not recommend developing a project solely for the Mac App Store, nor eliminating a direct downloadable sales channel in favor of MAS, but with an existing project it may be worth the fairly limited extra effort it takes to be there, too.

2012: A Year of Connections

January 19th, 2012

Planning for success in the new year.

We Rock!Now that the SOPA Blackout is over, we look toward the rest of this year with great anticipation.  Although Digital Gamecraft had a rather subdued performance last year, it looks like 2012 is certainly going to be our most successful year ever!

We are (again) preparing to release our first iOS title, Demolish! Pairs, with other projects (and platforms) in the works.  Additionally, SophSoft, Incorporated, our parent group, will be continuing our aggressive development program in conjunction with Goodsol Development.

For this year, we are making a concerted effort to connect with others more effectively; this means colleagues, customers, friends, and the game industry at large.  We are continuing to expand our presence on social networks and are being not only more “vocal” (and, hopefully, prolific), but also more open and transparent.

We are now laying claim to being The Most Venerable Independent Game Developer in the World, unless and until somebody proves otherwise!

Having recently watched this interesting TED video by Derek Sivers: Keep your goals to yourself, I am going to keep the specifics of my personal and business goals to myself; however, it can certainly be inferred that the unfulfilled goals for 2011 would be among them.

That said, I did adopt and will share one resolution for the new year: “Do Things Better…“  (Thanks to Frank and Ernest.)

30 Years in Business!

January 13th, 2012

Today we start our fourth decade in the computer game business.

Thirty years ago today, January 13, 1982, I walked into the Ingham County Clerk’s office in downtown Lansing, Michigan, and filed a “Certificate of Persons Conducting Business Under Assumed Name” (a.k.a, DBA, ‘Doing Business As’) for Sophisticated Software Systems.

You can read more about how this originally came about in A little bit of History, Part I, but for just a $10 filing fee and a notarized document, I started my first company.

After some false starts, Sophisticated Software Systems self-published its first successful game in 1990.  The company went full-time in late 1994, and incorporated in 1996 as SophSoft, Incorporated.

In 1998, SophSoft, Incorporated spawned a division specifically for developing in-house game projects, Digital Gamecraft (as well as another division for non-game products in 2003).

However, it all started officially 30 years ago today!

Below are a few of our logo images from over the years, demonstrating the changes over time:

Here’s to the next 30 years!

2011: Year in Review

January 9th, 2012

Overall Performance Grade: C+

As we officially begin 2012 after taking our annual two week “break” (during which I actually worked every day), it is a good time to do a quick review of the past year at Digital Gamecraft and SophSoft, Incorporated.

What went Right

We started the year with enthusiasm and energy.  A new product, Demolish! Pairs, was designed from the ground up for iOS, the artwork went from specification to final in short time, and a playable alpha version of the product was programmed within a few months.  Internal procedural changes brought better efficiency and productivity (and require few changes going forward), and our marketing and social media efforts got off the ground late in the year.

Additionally, our collaboration with Goodsol Development passed the 10-year mark in September (and continues on).  We shipped 10 different SKUs of Goodsol projects for publication, as well as 5 more that remained unpublished for various reasons.  We ended the year strongly with another 2 products essentially finished, one of which will be published this week (while the other will remain a private bonus for beta testers).

What went Wrong

Despite the quick development of Demolish! Pairs to a playable alpha version, it did not ship during 2011, which was one of my primary goals for the year.  In fact, I/we did not manage to reach any of the three challenging goals I set (business, individual, or family).  As noted at the beginning of the year: “no excuses allowed.”  I failed to meet those goals.

Although the Goodsol projects were flowing early in the year, during the second part of the year, I (personally) got bogged down in the development and testing of two lesser features for Pretty Good Solitaire Mac Edition, along with the 50 new games added, and the beta test became much longer (and more tedious) than anticipated.  That was not ideal.

What went Horribly Wrong

Of course, the worst and most significant occurrence of the year was the loss of my close friend, business partner, and artist, Rick Tumanis.  That, alone, colored the whole rest of the year a little darker.  (City Pulse recently included Rick in their remembrance of 10 people who died in 2011.)

Final Evaluation

In the end, I awarded a grade of C+ for overall performance in 2011.  Looking back, although specific goals were not met and perhaps productivity could have been higher, the fact remains that we are still here and viable, several products were published, new games were implemented, and progress was made towards our long term corporate goals.  Even in light of a major setback, we still left the year in better shape than we entered it, hence a slightly above average grade.

How did your 2011 wind up?

Happy New Year 2012!

January 1st, 2012

Best wishes from all of us here at Digital Gamecraft.

 

The upcoming year corresponds to the Chinese Year of the Dragon, which should make it ideal for productivity, growth, and success.  Less mystically, 2012 is going to be our year of connection, as we continue to build our online presence and social network, both professionally and personally.

At the turn of the year, it is traditional to look forward into the future, and we will doing this in the coming days, as well as honestly assessing our performance over the past 12 months.  Expect some more significant activity on this blog in the coming days.  In the meantime…

Happy New Year!

 

10 Years of the GDcard Library

September 26th, 2011

We celebrate a decade of collaboration with Goodsol.

Time really does fly when you are having fun (and doing what you love).  It was 10 years ago today that we delivered the first properly functional version of a playing card library, then named PGScard.dll, to Goodsol Development.  We have been working with them ever since, improving this library, which is used heavily in Pretty Good Solitaire, writing new games (see below), and extending the product line to include Mac OS X (and, soon, IOS), as well as our Windows products.

Back then, the whole nation was still asking questions, like ‘Where do we go from here?‘  We were facing a bit of a crisis here as well, as our primary external opportunity was stopped in the midst of economic uncertainty, and our main internal project was rendered unpalatable for release, so we were available immediately when Thomas Warfield inquired.  (The subject line of my reply was, “Work?  Did you say work? <g>“.)

In the intervening years, the library was renamed to GDcard, had numerous extensions and updates, and has been in every PGS release (for Windows) in the last decade.  The current version, GDcard 2.09, has not required any modifications in the past 4 years, but it still draws cards and provides other related functionality in the latest release, Pretty Good Solitaire 13.1.0 (with 770 games), published last week (almost 10 years to the day after the initial agreement).

This first project led to many others with Goodsol (in roughly chronological order):

… and several products to be announced later.  All of the above games have trial versions available for download (at the links provided).  We also created MahJongg Patience (a smaller version of PGMJ) for the original (retail) MahJongg Master, published in 2003 by eGames.  (I now see that we are averaging more than one new SKU per year.)

I do not expect to be exchanging diamond jewelry, or even tin or aluminum gifts, but I do look forward to much more productivity and success from this arrangement in the future.  Thanks, Thomas and Anne!

IGDA Detroit: September Meeting!

September 20th, 2011

IGDA Detroit returns to East Lansing on Thursday.

September SocialFor the first time in a few years, IGDA Detroit, the Michigan chapter of the International Game Developers Association, will be having its monthly meeting in East Lansing (our home town). The September meeting will be this Thursday [September 22].

This month’s meeting details:

Thursday, September 22, 2011
7:00pm to 9:30pm [or later]
East Lansing Technology Innovation Center (TIC)
325 E. Grand River Avenue
East Lansing, MI 48823
[click here for map/directions]

Note that the TIC is immediately above the Barnes and Noble, and there is direct access from the second level of the parking garage in back, as well as access to the elevators from street level off Grand River (M-43).

Unlike last month’s (social) gathering, this IGDA Detroit meeting has an agenda including short presentations on the current state of Michigan Tax Incentives, the outcome of a meeting with the Oakland County Film Board, and a survey of the groundbreaking educational opportunities in games at Michigan State University.  Additionally, our friends at Adventure Club Games will be discussing the upcoming “GDC Road Trip“; we got a taste of the plans at the last meeting, but we are very excited to see how we may be able to participate in something that has never been attempted before (to my knowledge).  I would describe the basics here, but it is not my cat to let out of the bag, so you will just need to come hear for yourself, and maybe even start preparing to take part.

After the main meeting, of course, there will be an opportunity for networking at any number of bars within easy walking distance of the TIC.  Digital Gamecraft may even pick up the first round…

IGDA Detroit: August Meeting

August 19th, 2011

An IGDA Detroit social gathering will be on Monday.

April SocialIGDA Detroit, the Michigan chapter of the International Game Developers Association, will be having its August meeting on Monday [August 22].  Every other chapter meeting (even months) is a social event, or “pure networking” if you prefer, at an area establishment.

This month’s meeting details:

Monday, August 22, 2011
6:30pm to 9:30pm [or later]
Dick O’Dow’s
160 West Maple Road
Birmingham, MI 48009
[click here for map/directions]

 

For the first time in memory, this IGDA Detroit meeting is on a Monday (which, thankfully, means that I have no time conflicts, as I have for the last few meetings).  I look forward to seeing a good turnout.  Find me or Sherry and mention this blog entry and Digital Gamecraft will buy you a drink.  As always, one can also follow IGDA Detroit on Facebook.

Moving forward in 2011.5

August 13th, 2011

Digital Gamecraft continues on.

Despite the loss of a founding partner, Rick Tumanis, we at Digital Gamecraft are still committed to making fun, high quality games, following the vision that he helped refine.

While Rick’s artistic talents will surely be missed, his guidance and friendship cannot be replaced.  When I last saw Rick in person, I joked about how our plans for the year, and even the annual company meeting, had slipped to the point that we were actually setting our 2011.5 goals.  However, we did establish our goals for the next year and planned the tasks to achieve them; despite the serious setback, we aim to maintain our decided course of action.

Interestingly, in the requisite reassessment in the wake of our Art Director’s sudden and unexpected death (of natural causes), I found that there was no need or desire for any significant course corrections, professionally or personally, as we were already moving toward what we wanted (i.e., “what is really important”).  The only change may be my level of commitment: I am extra focused on development (and spent a lot of time on that this past week), somewhat less likely to blow off a workout, and still grateful for time I get to spend with my family (including a nice vacation day in the very near future).

We still have a game in the development pipeline with Rick’s artwork, plus another at Goodsol Development, so look for those to be released before the end of the year.

 

New Goodsol Solitaire Forum

June 18th, 2011

Newsbrief: A new web forum is launched.

This week, Goodsol Development launched its new/improved Goodsol Solitaire Forum, now available at http://www.goodsol.net/forum (same old address).

After a short transition period, domain name propagation time, and the requisite teething issues, this forum is (again) the primary source for discussion and support of the following titles (of ours):

My profile name is Seelhoff; I hope to see you there.